Difference between revisions of "Fighter Pilot"
(Remodeled the Fighter Pilot page to actually go over stuff.) |
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− | You are a fighter pilot, one of the many key parts of [[Nanotrasen]]'s conflicts against the [[Syndicate]]. You are responsible, with the help of your mothership, for using your | + | You are a fighter pilot, one of the many key parts of [[Nanotrasen]]'s conflicts against the [[Syndicate]]. You are responsible, with the help of your mothership, for using your Fighter to eliminate Syndicate craft and provide combat support. |
'''Bare minimum requirements:''' Get to your fighter, start it, exit the hangar, shoot the red people, get shot by the red people, and ''try'' to return home. | '''Bare minimum requirements:''' Get to your fighter, start it, exit the hangar, shoot the red people, get shot by the red people, and ''try'' to return home. | ||
− | == | + | == Being a Fighter Pilot == |
− | As a fighter pilot, you answer to the flight leader directly. The master at arms outranks all of you, and your flight leader. Your job is to provide | + | As a fighter pilot, you answer to the flight leader directly. The master at arms outranks all of you, and your flight leader outranks you specifically. Your job is to provide CAP for the main ship in combat, operate Raptors to rescue pilots and perform utility work, and provide transport during boarding actions against hostile ships. You may also be called on to provide CAS in the event of an assault on a fortified planet. |
+ | |||
+ | Make sure to listen to your [[Flight Leader]] and [[Air Traffic Controller]], as they will be vaguely trying to coordinate you during battle. The ATC also has access to DRADIS, and will be able to vector you to hostiles more effectively. | ||
+ | |||
+ | == Getting in the Air == | ||
+ | When you first start, you'll have the opportunity to choose a fighter and get your flight suit on. Get in your assigned fighter, give it a <s>dumb</s> reasonable name, and get a deck technician to move your fighter to a mag-cat so that you can be launched. You can also spray-paint your fighter and flight suit to <s>gain bragging rights</s> stand out from the other fighters. Then, when the ship jumps into combat, <s>scream incoherently at</s> tell the ATC you're ready to launch and get ready to start shooting. Don't forget to disable your safeties after you leave the ship! | ||
+ | |||
+ | You may also wish to get pre-scanned for cloning, should you be killed during combat and rendered otherwise unretrievable. | ||
== Into the Danger Zone == | == Into the Danger Zone == | ||
− | [[Guide to Fighters|Knowing how to fly]] is a must for this job, but just because you can doesn't make you a good pilot. A pilot needs to know how to coordinate themselves and their fellow pilots while in combat, in order to be effective. This means constant communication while flying, lest you wish to be left stranded in an escape pod. Good pilots constantly radio their current state, and are always willing to call for backup. Another important aspect to keep is that size matters. One should never try to take on a carrier by themselves. Be sure to not fly in any pressurized enviroment, as it will drag you on the floor and damage the ship. Instead, use a ship tug to drag you out of the pressurized enviroment and onto a magcat. | + | [[Guide to Fighters|Knowing how to fly]] is a must for this job, but just because you can doesn't make you a good pilot. A pilot needs to know how to coordinate themselves and their fellow pilots while in combat, in order to be effective. This means constant communication while flying, lest you wish to be left stranded in an escape pod. Good pilots constantly radio their current state, and are always willing to call for backup. Another important aspect to keep is that size matters. One should never try to take on a carrier by themselves (At least in a light fighter). Be sure to not fly in any pressurized enviroment, as it will drag you on the floor and damage the ship. Instead, use a ship tug to drag you out of the pressurized enviroment and onto a magcat. |
+ | |||
+ | Knowing your role is also very important. Light Fighters are much more effective against other fighters, however their missiles are less effective against heavily-armed cruisers and carriers. Heavy fighters are less maneuverable than light fighters, but their heavy guns and torpedos can do significant damage to even the heaviest of ships. | ||
+ | |||
+ | == You've got a Hole in your Right Wing! == | ||
+ | No matter your skills, eventually you're gonna take a hit. Depending on the weapon that hits you, this can be anywhere from inconsequential to devistating. In the event of a hit, you should do this: | ||
+ | # Check your fighter's durability. Is it still high? keep going. Is it low? Get the fuck out of there before something worse gets damaged, and get repaired. | ||
+ | # Check for a master caution. If you hear an annoying beeping, check to see if the master caution light is illuminated on the fighter control panel. That means one of your components is damaged, and you should probably RTB to get it fixed. Don't turn off your engine either, as your APU could be damaged and you'll be stranded in space if you shut down. | ||
+ | # Check your canopy. It'll be quite obvious if it's breached, and if it is get your internals and hardsuit spaceworthy before you suffocate. You can usually still fight even without the canopy, but you may run out of oxygen if you stay out too long. | ||
+ | When you land, yell at a deck tech to fix your fighter or repair it yourself. | ||
+ | If your hull gets too damaged, you'll have to eject. This is an automatic progress, but you aren't invulnerable after punching out. Navigate your escape pod to a safe stretch of space, and start shouting over ATC comms for someone to come rescue you in a raptor. | ||
{{Jobs}} | {{Jobs}} |
Revision as of 19:35, 12 July 2020
MUNITIONS STAFF | |
Fighter Pilot |
Access: Hangar Bay, Flight Deck Additional Access: Maintenance Difficulty: Medium Supervisors: Flight Leader, Air Traffic Controller Rank: Not defined Duties: Fly fighters. Take down Syndicate carriers. Yell for help over the radio when you inevitably get blown up trying to take down Syndicate carriers. Guides: Guide to Fighters Quote: "How do I fly this thing?" |
You are a fighter pilot, one of the many key parts of Nanotrasen's conflicts against the Syndicate. You are responsible, with the help of your mothership, for using your Fighter to eliminate Syndicate craft and provide combat support.
Bare minimum requirements: Get to your fighter, start it, exit the hangar, shoot the red people, get shot by the red people, and try to return home.
Being a Fighter Pilot
As a fighter pilot, you answer to the flight leader directly. The master at arms outranks all of you, and your flight leader outranks you specifically. Your job is to provide CAP for the main ship in combat, operate Raptors to rescue pilots and perform utility work, and provide transport during boarding actions against hostile ships. You may also be called on to provide CAS in the event of an assault on a fortified planet.
Make sure to listen to your Flight Leader and Air Traffic Controller, as they will be vaguely trying to coordinate you during battle. The ATC also has access to DRADIS, and will be able to vector you to hostiles more effectively.
Getting in the Air
When you first start, you'll have the opportunity to choose a fighter and get your flight suit on. Get in your assigned fighter, give it a dumb reasonable name, and get a deck technician to move your fighter to a mag-cat so that you can be launched. You can also spray-paint your fighter and flight suit to gain bragging rights stand out from the other fighters. Then, when the ship jumps into combat, scream incoherently at tell the ATC you're ready to launch and get ready to start shooting. Don't forget to disable your safeties after you leave the ship!
You may also wish to get pre-scanned for cloning, should you be killed during combat and rendered otherwise unretrievable.
Into the Danger Zone
Knowing how to fly is a must for this job, but just because you can doesn't make you a good pilot. A pilot needs to know how to coordinate themselves and their fellow pilots while in combat, in order to be effective. This means constant communication while flying, lest you wish to be left stranded in an escape pod. Good pilots constantly radio their current state, and are always willing to call for backup. Another important aspect to keep is that size matters. One should never try to take on a carrier by themselves (At least in a light fighter). Be sure to not fly in any pressurized enviroment, as it will drag you on the floor and damage the ship. Instead, use a ship tug to drag you out of the pressurized enviroment and onto a magcat.
Knowing your role is also very important. Light Fighters are much more effective against other fighters, however their missiles are less effective against heavily-armed cruisers and carriers. Heavy fighters are less maneuverable than light fighters, but their heavy guns and torpedos can do significant damage to even the heaviest of ships.
You've got a Hole in your Right Wing!
No matter your skills, eventually you're gonna take a hit. Depending on the weapon that hits you, this can be anywhere from inconsequential to devistating. In the event of a hit, you should do this:
- Check your fighter's durability. Is it still high? keep going. Is it low? Get the fuck out of there before something worse gets damaged, and get repaired.
- Check for a master caution. If you hear an annoying beeping, check to see if the master caution light is illuminated on the fighter control panel. That means one of your components is damaged, and you should probably RTB to get it fixed. Don't turn off your engine either, as your APU could be damaged and you'll be stranded in space if you shut down.
- Check your canopy. It'll be quite obvious if it's breached, and if it is get your internals and hardsuit spaceworthy before you suffocate. You can usually still fight even without the canopy, but you may run out of oxygen if you stay out too long.
When you land, yell at a deck tech to fix your fighter or repair it yourself.
If your hull gets too damaged, you'll have to eject. This is an automatic progress, but you aren't invulnerable after punching out. Navigate your escape pod to a safe stretch of space, and start shouting over ATC comms for someone to come rescue you in a raptor.